Respect io.WantCaptureKeyboard & io.WantCaptureMouse
* Fixes issues with the game cursor appearing during gameplay. Original commit sources: -1601a6f269
-bb0d98b95d
Signed-off-by: aixxe <me@aixxe.net>
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parent
13f8d44aa7
commit
7d0497e049
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@ -96,6 +96,9 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) {
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switch (event->type) {
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case SDL_MOUSEWHEEL:
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{
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if (!io.WantCaptureMouse)
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return false;
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if (event->wheel.y > 0)
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g_MouseWheel = 1;
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if (event->wheel.y < 0)
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@ -104,6 +107,9 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) {
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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if (!io.WantCaptureMouse)
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return false;
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if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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@ -111,12 +117,18 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) {
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}
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case SDL_TEXTINPUT:
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{
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if (!io.WantCaptureKeyboard)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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if (!io.WantCaptureKeyboard)
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return false;
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int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
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io.KeysDown[key] = (event->type == SDL_KEYDOWN);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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@ -217,6 +229,8 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window) {
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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if (io.WantCaptureMouse)
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{
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int mx, my;
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Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
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@ -234,6 +248,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window) {
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g_MouseWheel = 0.0f;
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SDL_ShowCursor(io.MouseDrawCursor ? 0: 1);
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}
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ImGui::NewFrame();
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}
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